Tigranes
Arcane
- Joined
- Jan 8, 2009
- Messages
- 10,350
Maybe there's no "ezy secret way" to make sure your game is (1) actually really good, and (2) sells enough, partly because nothing about the industry is set up for that particularly?
"OH BUT THIS ONE GAME DID IT SO SURELY EVERYBODY ELSE CAN DO THE SAME THING"
Usually, it's interesting to note, the best games happen not only because of great talent that uncompromisingly pursue their vision and make sacrifices - but also, because they happen to benefit from some circumstance that leaves them with some money to spend in an economically unwise way. Interplay/BIS RPGs were supported by profits from other, simpler games / publishing side of the business (and even then a different ownership structure might have shut them down earlier, let's say, immediately after FO1). Disco Elysium was supported by some rich guy as far as we know.
It's almost like great games are born in the error margins of capitalism.
"OH BUT THIS ONE GAME DID IT SO SURELY EVERYBODY ELSE CAN DO THE SAME THING"
Usually, it's interesting to note, the best games happen not only because of great talent that uncompromisingly pursue their vision and make sacrifices - but also, because they happen to benefit from some circumstance that leaves them with some money to spend in an economically unwise way. Interplay/BIS RPGs were supported by profits from other, simpler games / publishing side of the business (and even then a different ownership structure might have shut them down earlier, let's say, immediately after FO1). Disco Elysium was supported by some rich guy as far as we know.
It's almost like great games are born in the error margins of capitalism.